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|guts=1 | |guts=1 | ||
|stun=50 | |stun=50 | ||
|weight=Light | |||
|jumpStartup=3F | |jumpStartup=3F | ||
|backdashTime=16F | |backdashTime=16F | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
Dizzy is a mobile zoning character that relies on a wide variety of summons in order to start her offense. In the neutral game, her double airdash and good pokes keep enemies honest and give her the space she needs to flood the screen with projectiles. Once she scores a knockdown, those same tools are used to devastating effect to enforce mixups that can open up even the most careful defense. If you like the idea of playing a character that can switch from patient defensive neutral to bloodthirsty mixups at the speed of an airdash, give Dizzy a try! | |||
===Strengths=== | ===Strengths=== | ||
* | * Double airdash gives her flexible movement and okizeme options | ||
* | * Many zoning tools with great early YRC points; can fight both enemy zoners and rushdown characters with her many specials | ||
* Overall great damage output and can consistently convert grounded combos into workable knockdowns | |||
* Okizeme is highly varied, with many different options off common combo enders to keep opponents guessing | |||
* Bubble is one of the best neutral tools in the game | |||
===Weaknesses=== | ===Weaknesses=== | ||
* | * No reversal without meter and laggy normals means she is exceptionally poor on defense and in scrambles | ||
* | * Worst stun modifier in the game means she is dizzied easily (ha ha) | ||
* Summoning takes a lot of time, which can make setting up in neutral against fast characters or characters with strong zoning difficult | |||
* Cannot convert airborne hits into knockdown, even with meter | |||
* Her normals tend to be laggy on whiff and/or are situational, which means she is punished heavily for positioning mistakes | |||
* Okizeme is especially vulnerable to defensive options like Blitz Shield and Instant Blocks | |||
* Reliant on meter to safely keep up pressure, summon in neutral and convert into her damaging combos | |||
<br clear=all/> | <br clear=all/> | ||
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{{MoveData | {{MoveData | ||
|name=5P | |name=5P | ||
|image= | |image=GGXRD-R_Dizzy_5P.png | ||
|caption= | |caption=If you absolutely need a 5 frame normal... | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=5 | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=12 | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Fastest normal but is relatively unsafe on block. | Fastest normal but is relatively unsafe on block. Whiffs on low hitboxes. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=5K | |name=5K | ||
|image= | |image=GGXRD-R_Dizzy_5K.png | ||
|caption= | |caption=Kick them into next week | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=7 | |startup=7 | ||
|active= | |active=4 | ||
|recovery= | |recovery=14 | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *Relatively quick mid-range poke. | ||
* | *Can be used as a meaty with summons, gatlings into 2K and can be IAD'd out of for more pressure | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=c.S | |name=c.S | ||
|image= | |image=GGXRD-R_Dizzy_cS.png | ||
|caption= | |caption=Your best friend for pressure | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=6 | |startup=6 | ||
|active= | |active=2 | ||
|recovery= | |recovery=11 | ||
|frameAdv=+1 | |frameAdv=+1 | ||
|inv= | |inv= | ||
|description= | |description= Dizzy's c.S is +1, which means it's one of her few normals that lets her do frame traps and pressure resets. Unlike f.S, it's also jump-cancelable, which can create unique opportunities for mixups in oki situations. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=f.S | |name=f.S | ||
|image= | |image=GGXRD-R_Dizzy_fS.png | ||
|caption= | |caption=Beware of skeleton | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=9 | |startup=9 | ||
|active= | |active=6 | ||
|recovery= | |recovery=21 | ||
|frameAdv=-13 | |frameAdv=-13 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Decent mid-range poke, although it's not especially quick and is terribly disadvantaged on block. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=4S | |name=4S | ||
|image= | |image=GGXRD-R_Dizzy_4S.png | ||
|caption= | |caption=Put their meter on ice | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=20 | |damage=20*5 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|roman=YRP | |roman=YRP | ||
|startup=8 | |startup=8 | ||
|active= | |active=14 | ||
|recovery= | |recovery=12 | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Dizzy's old f.S. It has 5 hits and every hit is special cancellable, with the fourth one staggering; but it whiffs on crouching opponents except Potemkin and Bedman. | |||
Comes out fairly quickly, has a good horizontal hitbox, does great damage, and it's fairly safe. This move's only real weakness is that it whiffs on crouching opponents. | Comes out fairly quickly, has a good horizontal hitbox, does great damage, and it's fairly safe if they stand block the entire thing for some reason. This move's only real weakness is that it whiffs on crouching opponents. | ||
Good as an anti-air dash tool. Can be used as a combo filler after a throw (5K,4S,236S) | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=5H | |name=5H | ||
|image= | |image=GGXRD-R_Dizzy_5H.png | ||
|caption= | |caption=Just wing it | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=13 | |startup=13 | ||
|active= | |active=6 | ||
|recovery= | |recovery=15 | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Generally only useful as combo fodder; although it has a decent hitbox and is generally unpunishable on block, its long startup and long whiff animation means it's usually unnecessarily risky compared to something like f.S. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=5D | |name=5D | ||
|image= | |image=GGXRD-R_Dizzy_5D.png | ||
|caption= | |caption=The oldest trick in the book | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=27 | |startup=27 | ||
|active= | |active=14 | ||
|recovery= | |recovery=15 | ||
|frameAdv=-12 | |frameAdv=-12 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Dizzy's only standing overhead has a long startup just like most other 5Ds, but it can be covered by her projectiles to make it safer. | Dizzy's only standing overhead has a long startup just like most other 5Ds, but it can be covered by her projectiles to make it safer. | ||
It has great range for a dust, but its god awful slow. It can be used as a risky space control tool. Like Chipps 5d it will catch opponents who carelessly advance, and it keeps dizzys hurt box far enough back to get counter hits on bad pokes. It also has a high enough hitbox to catch opponents who try to jump in or out at shallow angles. Ending blockstrings with it can be relitively safe, Its got less recovery then her F.S and is tied with her HS at 15. Keep in mind how great those 14 active frames of dust are and the fact that it has similar range and recovery to a HS. This move leaves dizzy in a strong spot compared to many of her other normals and specials. If you feel that you can work in the startup frames and don't mind blocking your way out if your opponent blocks, this is a particularly strong move. | |||
}} | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=6P | |name=6P | ||
|image= | |image=GGXRD-R_Dizzy_6P.png | ||
|caption= | |caption=One of the few things that's actually better compared to +R | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=10 | |startup=10 | ||
|active= | |active=4 | ||
|recovery= | |recovery=19 | ||
|frameAdv=-9 | |frameAdv=-9 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Anti air with more reach than 2S that's useful to cover ranges where 2S cannot reach. Hit confirms into 6h for good damage combos that create unique oki situations. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=6H | |name=6H | ||
|image= | |image=GGXRD-R_Dizzy_6H.png | ||
|caption= | |caption=CHOMP | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=48 (Normal) | |damage=48 (Normal)<br/>56 (Charged) | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|cancel=S | |cancel=S | ||
|roman=YRP | |roman=YRP | ||
|startup=14 | |startup=14 (Normal)<br/>33 (Charged) | ||
|active= | |active=7 | ||
|recovery= | |recovery=34 | ||
|frameAdv=-22 (both versions) | |frameAdv=-22 (both versions) | ||
|inv= | |inv= | ||
|description= | |description= | ||
Dizzy's 6H has long startup, is extremely unsafe on block, and despite what the animation may suggest, neither version of it is an overhead. Where 6H shines is in combos; both versions do enormous damage and give hard knockdown on aerial opponents, with the charged version giving a groundbounce that's essential for many of Dizzy's RC combos. Because it's also special cancellable, 6H knockdowns give Dizzy some of the best opportunities to setup okizeme, even better than 2D.Can be used as a risky frame trap, by converting a early 6p into the charged version. Can catch hard reads on telegraphed aerial movements and attacks. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=2P | |name=2P | ||
|image= | |image=GGXRD-R_Dizzy_2P.png | ||
|caption= | |caption=Poke your problems away | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate= | |prorate=Initial: 70% | ||
|level= | |level= | ||
|guard=Mid | |guard=Mid | ||
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|roman=YRP | |roman=YRP | ||
|startup=6 | |startup=6 | ||
|active= | |active=3 | ||
|recovery= | |recovery=9 | ||
|frameAdv=-2 | |frameAdv=-2 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Great range for a 6 frame normal, though it doesn't hit low. If you feel like you can mash out of pressure, this is usually the button you're going to use, though the importance of good defense cannot be overstated. Keep in mind when hit-confirming off 2P that it never combos into 2D, even on counterhit. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=2K | |name=2K | ||
|image= | |image=GGXRD-R_Dizzy_2K.png | ||
|caption= | |caption=Your best friend | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|tension= | |tension= | ||
|risc= | |risc= | ||
|prorate= | |prorate=Initial: 70% | ||
|level= | |level= | ||
|guard=Low | |guard=Low | ||
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|roman=YRP | |roman=YRP | ||
|startup=7 | |startup=7 | ||
|active= | |active=4 | ||
|recovery= | |recovery=9 | ||
|frameAdv=-1 | |frameAdv=-1 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Essential poke and Dizzy's only low besides 2D. This normal has great range and speed, and it's only -1 on block meaning it's great for pressure. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=2S | |name=2S | ||
|image= | |image=GGXRD-R_Dizzy_2S.png | ||
|caption= | |caption=Get low | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=7 | |startup=7 | ||
|active= | |active=3 | ||
|recovery= | |recovery=22 | ||
|frameAdv=-11 | |frameAdv=-11 | ||
|inv= | |inv= | ||
|description= | |description= | ||
One of Dizzy's main anti-airs, Dizzy drops very low to the ground and her wings extend a nice hitbox above her to stop approaches from above. Though it's not as hilariously dominant an anti-air as in previous installments, it still does its job well, and combined with her much-improved 6P you can still anti-air most approaches. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=2H | |name=2H | ||
|image= | |image=GGXRD-R_Dizzy_2H.png | ||
|caption= | |caption=Chop chop | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=36 | |damage=36*2 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|roman=YRP | |roman=YRP | ||
|startup=15 | |startup=15 | ||
|active= | |active=2,4 | ||
|recovery= | |recovery=25 | ||
|frameAdv=-15 | |frameAdv=-15 | ||
|inv= | |inv= | ||
|description= | |description= | ||
A 2 hit normal with the second hit being a launcher. 2H cannot be combo'd into except on crouching opponents or on counterhit, and its range leaves much to be desired. If the enemy is covered by your summons, then it may be possible to oki mixup into this move. It does good damage and leads to decent follow-ups, so it mostly shines as a strong meterless punish tool for big mistakes like whiffed DPs. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=2D | |name=2D | ||
|image= | |image=GGXRD-R_Dizzy_2D.png | ||
|caption= | |caption=You call that a sweep? THIS is a sweep | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=12 | |startup=12 | ||
|active= | |active=3 | ||
|recovery= | |recovery=33 | ||
|frameAdv=-17 | |frameAdv=-17 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Enormous sweep with relatively short startup considering its range, and an important combo ender for Dizzy on grounded opponents as it lets her start her okizeme game. Although its horizontal range is great, it will basically never hit airborne opponents, has few active frames, and is extremely poor on whiff, meaning its use in neutral is more limited than it may appear. Ending blockstrings with 2D is also risky due to its terrible frame advantage and summoning after 2D on block is very unsafe without meter. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=j.P | |name=j.P | ||
|image= | |image=GGXRD-R_Dizzy_jP.png | ||
|caption= | |caption=poke poke poke | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=6 | |startup=6 | ||
|active= | |active=4 | ||
|recovery= | |recovery=10 | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
Dizzy's fastest air jab. Mostly useful as it can gatling into and out of j.K to continue air combos and airdash strings. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=j.K | |name=j.K | ||
|image= | |image=GGXRD-R_Dizzy_jK.png | ||
|caption= | |caption=Your best friend in airdash strings | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=7 | |startup=7 | ||
|active= | |active=6 | ||
|recovery= | |recovery=12 | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
Her most reliable jump-in attack. Slower than in other games but has more range. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image= | |image=GGXRD-R_Dizzy_jS.png | ||
|caption= | |caption=Freeze the competition air-to-air | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=9 | |startup=9 | ||
|active= | |active=4 | ||
|recovery= | |recovery=16 | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
Has good horizontal range, making it a reliable air to air poke. Can be used to effectively pop bubbles. Jump cancellable. Coverts | |||
into J.D. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=j.H | |name=j.H | ||
|image= | |image=GGXRD-R_Dizzy_jH.png | ||
|caption= | |caption=Where does the wing come from anyway | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|roman=YRP | |roman=YRP | ||
|startup=10 | |startup=10 | ||
|active= | |active=4 | ||
|recovery= | |recovery=28 | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
Big hitbox air normal. Can be tempting to use as an approach tool or in air-to-air situations, but it has an absolutely gigantic hurtbox on the extended wing making it very vulnerable to getting counterhit out of. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=j.D | |name=j.D | ||
|image= | |image=GGXRD-R_Dizzy_jD.png | ||
|caption= | |caption=Maware maware maware maware | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=30, | |damage=30,40 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|roman=YRP | |roman=YRP | ||
|startup=8 | |startup=8 | ||
|active= | |active=10,4 | ||
|recovery= | |recovery=16 | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
Highly damaging ender for air combos that launches the opponent, and its great upward hitbox means it can also be useful while rising against opponents high in the air. Can be special canceled on either hit. It can be used on a hit confirm from J.S to launch grounded opponents into the air and continue into a combo. Any technique that includes a low airdash, such as bubble forward airdash, Dizzy Crossup, or just regular old low doubble airdash pressure | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Ground Throw | |name=Ground Throw | ||
|image= | |image=GGXRD-R_Dizzy_GroundThrow.png | ||
|caption= | |caption=Where the fun begins | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 594: | Line 571: | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= Can combo after the throw without meter. Because of its high reward on hit and the low blockstun on many of Dizzy's summons, integrating throws into your mixups is an essential skill with Dizzy, especially since her summons can protect you if your throw attempt whiffs. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Air Throw | |name=Air Throw | ||
|image= | |image=GGXRD-R_Dizzy_AirThrow.png | ||
|caption= | |caption=Why can't she just let them fall in the icicle like Magneto | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description=Dizzy's air throw has good range, and sends the opponent full screen away making it useful to set up traps while the opponent is knocked down. Thus, the opponent will land right next to Dizzy if thrown in the corner, allowing her to effectively start her oki game. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Dead Angle Attack | |name=Dead Angle Attack | ||
|image= | |image=GGXRD-R_Dizzy_6P.png | ||
|caption= | |caption=This will get low profiled and you will get sad | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Uses Dizzy's 6P animation. Mediocre like most Dead Angles, but with Dizzy's naturally weak defensive options, an important tool to keep in mind. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Blitz Attack | |name=Blitz Attack | ||
|image= | |image=GGXRD-R_Dizzy_BlitzAttack.png | ||
|caption= | |caption=Steal that burst | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Standard Blitz Shield attack, useful in combos after stun to steal Burst gauge. | |||
}} | }} | ||
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==Special Moves== | ==Special Moves== | ||
Descriptions are highly preliminary; please update with more information as we learn more about the character. | |||
Note that Dizzy has a restriction on having multiple summons of the same type on screen at the same time. You must wait a short period after the previous summon ends before summoning something of the same type. The types are: | |||
Fish - 214P, 214K, 214S, 214H, 214D (and all air versions) | |||
Spear/Dagger - 421S, 421H | |||
Bubble - j.236P, j.236K | |||
Scythe - 236P, 236K | |||
======<font style="visibility:hidden" size="0">I used this to catch fish</font>====== | ======<font style="visibility:hidden" size="0">I used this to catch fish</font>====== | ||
{{MoveData | {{MoveData | ||
|name=I used this to catch fish | |name=I used this to catch fish | ||
|image= | |image=GGXRD-R_Dizzy_ToCatchFish.png | ||
|caption= | |caption=Your best friend | ||
|input=236S | |input=236S | ||
|data= | |data= | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=13 | ||
|active= | |active=8 | ||
|recovery= | |recovery=42 | ||
|frameAdv= | |frameAdv=-23 | ||
|inv= | |inv= | ||
|description= | |description=The ice pillar. Cornerstone special move used for ending combos and controlling space. Like many of her specials, has an extremely early YRC point that can be used to start pressure or summon. Basically every big Dizzy combo starts off of ice pillar RRC, so confirming hits with it is a good skill to have. Very unsafe on block. | ||
Line 737: | Line 719: | ||
{{MoveData | {{MoveData | ||
|name=For searing cod... | |name=For searing cod... | ||
|image= | |image=GGXRD-R_Dizzy_ForSearingCod.png | ||
|caption= | |caption=fire emoji fire emoji fire emoji | ||
|input=236H | |input=236H | ||
|data= | |data= | ||
Line 750: | Line 732: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=28 | ||
|active= | |active=8 | ||
|recovery= | |recovery=30 | ||
|frameAdv= | |frameAdv=-11 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Fire pillar. Delayed but more powerful version of 236S. Useful to end aerial combos as the hard knockdown gives Dizzy lots of time to set up okizeme, although outside of mixup into 2H and counterhit 2D it's not possible to use it in grounded combos. Decently useful as a frame trap to end blockstrings against very active opponents, although it's reasonably minus on block and the slow startup leaves a large gap that can be exploited. | |||
}} | }} | ||
Line 766: | Line 746: | ||
{{MoveData | {{MoveData | ||
|name=I used this to pick fruit | |name=I used this to pick fruit | ||
|image= | |image=GGXRD-R_Dizzy_ToPickFruit.png | ||
| | |image2=GGXRD-R_Dizzy_ToPickFruit2.png | ||
|caption2=2 hits: on the way up and when it turns into a dagger | |||
|input=421S | |input=421S | ||
|data= | |data= | ||
Line 779: | Line 760: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=22 | ||
|active= | |active=18(15)until fullscreen | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
Ice spear/dagger attack with some tracking. Can be used in combos as the summon animation also has a hitbox; a strong summon for Dizzy that should be used frequently. Note that the tracking is relatively weak and tends to miss on fast-moving opponents. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=For roasting chestnuts... | |name=For roasting chestnuts... | ||
|image= | |image=GGXRD-R_Dizzy_ForRoastingChestnuts.png | ||
|caption= | |caption=Hold button for more daggers (max 3) | ||
|image2=GGXRD-R_Dizzy_ForRoastingChestnuts2.png | |||
|input=421H | |input=421H | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=40, | |damage=40,25 (per dagger) | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 808: | Line 788: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=36 | ||
|active= | |active=18(17)until fullscreen (per dagger) | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
Fire spear/dagger, more powerful and multi-hitting compared to 421S. Useful in some of Dizzy's more damaging combos after RC'ing 236S. Can be held to create up to 3 projectiles; if YRC'd after the initial dagger is created, you can hold the projectiles by holding down H and then release them by releasing H, similar to how Dizzy's daggers worked in GGAC+R. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=We talked a lot together | |name=We talked a lot together | ||
|image= | |image=GGXRD-R_Dizzy_WeTalkedALot.png | ||
|caption= | |caption=Take a bite out of the opposition | ||
|input=214P/K (Air OK) | |input=214P/K (Air OK) | ||
|data= | |data= | ||
Line 838: | Line 816: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=40 | ||
|active= | |active=3(23)3(24)3 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
Line 854: | Line 832: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=50 | ||
|active= | |active=3(30)3 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
All versions of fish (214P/K/S/H/D) will absorb a hit for Dizzy, similar to Eddie. | |||
* | *P fish chomps three times in front of Dizzy, advancing between each hit. Useful for corner oki and greedy pressure resets with YRC, although because it doesn't track to the opponent like K fish does its usefulness for okizeme is more limited. | ||
*K fish will track the opponent horizontally before chomping twice. Both P fish and K fish leave gaps in between the hits that can be used to tick throw. K fish is generally better for okizeme midscreen as it will always track to the opponent before starting its attacks. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=We fought a lot together | |name=We fought a lot together | ||
|image= | |image=GGXRD-R_Dizzy_WeFoughtALot.png | ||
|caption= | |caption=Lasers! | ||
|image2=GGXRD-R_Dizzy_WeFoughtALotD.png | |||
|caption2=D version only attacks if it absorbs an attack | |||
|input=214S/H/D (Air OK) | |input=214S/H/D (Air OK) | ||
|data= | |data= | ||
Line 884: | Line 864: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=73 | ||
|active= | |active=41 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
Line 900: | Line 880: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=71 | ||
|active= | |active=36 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
Line 916: | Line 896: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=17 | ||
|active= | |active=3 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *S fish floats forward before moving upwards and firing a laser across the screen. It has occasional use to stop opponents from jumping out of okizeme, especially when used in conjunction with other summons, though it's typically the least-used variant of fish. Has some great character specific uses in neutral. for instance against i-no whom typically will become stronger and have more options if shes allowed to gain extended air control or chipp who can be locked out of some of his tripple jump options | ||
* | *H fish is similar to S fish except it remains at ground level. This is one of your primary space-control summons and is also useful for okizeme despite not hitting meaty after most grounded combos into knockdown. | ||
*D fish is unique in that it has no hitbox by default, but must be triggered by getting hit by an opponent's hitbox. Once it's hit, it charges forward with a horizontal homing chomp. Useful to bait opponents mashing and to make neutral awkward for the opponent. Again lots of character specific options for the less used fish EX: blocking mist finer, useing it to eat counter zoneing projectiles with long active frames, ETC. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=For putting out the light... | |name=For putting out the light... | ||
|image= | |image=GGXRD-R_Dizzy_ForPuttingOutTheLight.png | ||
|caption= | |caption=Take a moment to appreciate how cute Dizzy looks doing this move | ||
|input=236P | |input=236P | ||
|data= | |data= | ||
Line 945: | Line 925: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=17 | ||
|active= | |active=36 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv=-14 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Upward arcing ice scythe attack, used to control airborne space and pop bubbles while doing certain zoning patterns. Has a ridiculously early YRC point that can be used to immediately lock down air approaches and give you time to set up other summons. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=The light was so small in the beginning | |name=The light was so small in the beginning | ||
|image= | |image=GGXRD-R_Dizzy_TheLightWasSoSmall.png | ||
|caption= | |caption=Actually criminal how early you can YRC this | ||
|input=236K | |input=236K | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=20 | |damage=20*3 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 974: | Line 952: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=33 | ||
|active= | |active=49 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv=+9 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Slower but more damaging multi-hit version of 236P. Retains the extremely early YRC point of 236P for locking down the vertical space in front of Dizzy. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Please, leave me alone | |name=Please, leave me alone | ||
|image= | |image=GGXRD-R_Dizzy_PleaseLeaveMeAlone.png | ||
|caption= | |caption=Your most versatile tool | ||
|input=j.236P | |input=j.236P | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |version=Bubble Set | ||
|damage= | |||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 1,004: | Line 981: | ||
|roman= | |roman= | ||
|startup= | |startup= | ||
|active= | |active=157 | ||
|recovery= | |||
|frameAdv= | |||
|inv= | |||
}} | |||
{{AttackDataNoHeader-GGXRD-R | |||
|version=Bubble Burst | |||
|damage=30 | |||
|tension= | |||
|risc= | |||
|prorate= | |||
|level= | |||
|guard=All | |||
|cancel= | |||
|roman=YRP | |||
|startup=13 | |||
|active=4 | |||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
Bubble. One of Dizzy's most iconic and powerful special moves, Bubble stops Dizzy's aerial momentum to place a large bubble on the screen. The bubble does nothing until Dizzy pops it with any attack, where it will then explode, knocking the opponent up in the air. Bubble is useful in Dizzy's most damaging combos, to set up highly damaging fuzzy guards, and as an essential part of her neutral game where she can place a bubble, airdash away and pop it to protect her escape. You can hold 2 after summoning the bubble to make it drift downwards instead of straight forward. By doing TK Bubble low to the ground, Dizzy can start an extremely low airdash without jumping into the air first which is a key part of many okizeme setups. | |||
}} | }} | ||
Line 1,018: | Line 1,009: | ||
======<font style="visibility:hidden" size="0">What happens when i'm TOO alone</font>====== | ======<font style="visibility:hidden" size="0">What happens when i'm TOO alone</font>====== | ||
{{MoveData | {{MoveData | ||
|name=What happens when | |name=What happens when I'm TOO alone | ||
|image= | |image=GGXRD-R Dizzy WhenI'mTOOAlone.png | ||
|caption= | |caption=how do you make a bubble out of fire anyway | ||
|input=j.236K | |input=j.236K | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |version=Bubble Set | ||
|damage= | |||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 1,033: | Line 1,025: | ||
|roman= | |roman= | ||
|startup= | |startup= | ||
|active= | |active=148 | ||
|recovery= | |||
|frameAdv= | |||
|inv= | |||
}} | |||
{{AttackDataNoHeader-GGXRD-R | |||
|version=Bubble Burst | |||
|damage=30 | |||
|tension= | |||
|risc= | |||
|prorate= | |||
|level= | |||
|guard=All | |||
|cancel= | |||
|roman=YRP | |||
|startup=31 | |||
|active=10 | |||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
Fire bubble. More situational than the regular bubble, it has similar properties, but it pops on a delay after being struck by a normal instead of immediately. Useful in certain air combos and sometimes in neutral, but be aware it has some more delay after summoning before you can act compared to regular bubble. | |||
}} | }} | ||
Line 1,052: | Line 1,058: | ||
|name=Imperial Ray | |name=Imperial Ray | ||
|input=632146S<br/>[632146D] | |input=632146S<br/>[632146D] | ||
|image= | |image=GGXRD-R_Dizzy_ImperialRay.png | ||
|caption= | |caption=More lasers! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|version=Normal | |version=Normal | ||
|damage=35 | |damage=35*10 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 1,065: | Line 1,071: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=7+1 | ||
|active= | |active=10*10 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
Line 1,073: | Line 1,079: | ||
{{AttackDataNoHeader-GGXRD-R | {{AttackDataNoHeader-GGXRD-R | ||
|version=Burst | |version=Burst | ||
|damage= | |damage=43*10 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 1,081: | Line 1,087: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=7+1 | ||
|active= | |active=10*10 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
Fills the screen with a series of explosions. Slow and difficult to combo into, this super mostly sees use as a way to force unblockables with Dizzy's other projectiles similar to characters like May or as a desperate way to immediately seize control of the neutral game. It is worth noting that the explosions have much less blockstun than the animation might suggest. | |||
}} | }} | ||
Line 1,098: | Line 1,102: | ||
|name=Don't be overprotective | |name=Don't be overprotective | ||
|input=632146P | |input=632146P | ||
|image= | |image=GGXRD-R_Dizzy_Don'tBeOverprotective.png | ||
|caption= | |caption=It's not coffin super, but it'll do | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,110: | Line 1,114: | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=14+2 | ||
|active= | |active=5 | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv=-6 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Reversal super that's invulnerable to the hit, though it can be thrown. The mirror itself can actually reflect projectiles like Stun Edge and Gunflame. On counterhit, does an extremely large amount of stun. | |||
}} | }} | ||
Line 1,127: | Line 1,129: | ||
|name=Gamma Ray | |name=Gamma Ray | ||
|input=64641236H | |input=64641236H | ||
|image= | |image=GGXRD-R_Dizzy_GammaRay.png | ||
|caption= | |image2=GGXRD-R_Dizzy_GammaRay2.png | ||
|caption=We all know there's only one reason you're using this move | |||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=13, | |damage=13*2, 12*32 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
Line 1,139: | Line 1,142: | ||
|cancel= | |cancel= | ||
|roman= | |roman= | ||
|startup= | |startup=16+7 | ||
|active= | |active=6(24)6(45)46 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv=-61 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Gimmick super that costs 100% meter to use. If Dizzy uses Gamma Ray while in Hellfire state, the attack will also blow off her vest, exposing her classic costume. The slow startup and inconsistent damage of this move make it mostly useless in serious matches, particularly since Dizzy will rarely accumulate a full 100% bar of meter and has much better uses for it than this. | |||
}} | }} | ||
Line 1,157: | Line 1,157: | ||
|name=Emotional Gamma Ray | |name=Emotional Gamma Ray | ||
|input=in IK mode: 236236H | |input=in IK mode: 236236H | ||
|image= | |image=GGXRD-R_Dizzy_EmotionalGammaRay.png | ||
|image2=GGXRD-R_Dizzy_EmotionalGammaRay2.png | |||
|image3=GGXRD-R_Dizzy_EmotionalGammaRay3.png | |||
|caption= | |caption= | ||
|data= | |data= | ||
Line 1,169: | Line 1,171: | ||
|cancel= | |cancel= | ||
|roman= | |roman= | ||
|startup= | |startup=22+5 (10+5) | ||
|active= | |active=14 | ||
|recovery= | |recovery=15 | ||
|frameAdv | |frameAdv=-12 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Uses the animation from 5D. Like the basic 5D, It controls more space infront of dizzy then most people think. the hitbox extends upward,and unlike the dust version, its a "usefull" anti air. Necro starts charging a Gamma Ray, but Dizzy deflects it away from the opponent, causing a huge explosion in the background. Seeing the explosion, her opponent surrenders. | |||
Necro starts charging a Gamma Ray, but Dizzy deflects it away from the opponent, causing a huge explosion in the background. Seeing the explosion, her opponent surrenders. | |||
}} | }} | ||
Line 1,193: | Line 1,190: | ||
}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Dizzy]] | ||
Latest revision as of 04:43, 25 December 2023
Dizzy |
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Defense Modifier: x1.06 Guts Rating: 1 Weight: Light Stun Resistance: 50 Jump Startup: 3F Backdash Time 16F / Invul: 1-9F
|
Overview
Dizzy is a mobile zoning character that relies on a wide variety of summons in order to start her offense. In the neutral game, her double airdash and good pokes keep enemies honest and give her the space she needs to flood the screen with projectiles. Once she scores a knockdown, those same tools are used to devastating effect to enforce mixups that can open up even the most careful defense. If you like the idea of playing a character that can switch from patient defensive neutral to bloodthirsty mixups at the speed of an airdash, give Dizzy a try!
Strengths
- Double airdash gives her flexible movement and okizeme options
- Many zoning tools with great early YRC points; can fight both enemy zoners and rushdown characters with her many specials
- Overall great damage output and can consistently convert grounded combos into workable knockdowns
- Okizeme is highly varied, with many different options off common combo enders to keep opponents guessing
- Bubble is one of the best neutral tools in the game
Weaknesses
- No reversal without meter and laggy normals means she is exceptionally poor on defense and in scrambles
- Worst stun modifier in the game means she is dizzied easily (ha ha)
- Summoning takes a lot of time, which can make setting up in neutral against fast characters or characters with strong zoning difficult
- Cannot convert airborne hits into knockdown, even with meter
- Her normals tend to be laggy on whiff and/or are situational, which means she is punished heavily for positioning mistakes
- Okizeme is especially vulnerable to defensive options like Blitz Shield and Instant Blocks
- Reliant on meter to safely keep up pressure, summon in neutral and convert into her damaging combos
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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4S
4S |
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5H
5H |
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5D
5D |
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6P
6P |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Descriptions are highly preliminary; please update with more information as we learn more about the character.
Note that Dizzy has a restriction on having multiple summons of the same type on screen at the same time. You must wait a short period after the previous summon ends before summoning something of the same type. The types are:
Fish - 214P, 214K, 214S, 214H, 214D (and all air versions)
Spear/Dagger - 421S, 421H
Bubble - j.236P, j.236K
Scythe - 236P, 236K
I used this to catch fish
I used this to catch fish 236S |
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For searing cod...
For searing cod... 236H |
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I used this to pick fruit
I used this to pick fruit 421S |
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For roasting chestnuts...
For roasting chestnuts... 421H |
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We talked a lot together
We talked a lot together 214P/K (Air OK) |
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We fought a lot together
We fought a lot together 214S/H/D (Air OK) |
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For putting out the light...
For putting out the light... 236P |
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The light was so small in the beginning
The light was so small in the beginning 236K |
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Please, leave me alone
Please, leave me alone j.236P |
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What happens when i'm TOO alone
What happens when I'm TOO alone j.236K |
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Overdrives
Imperial Ray
Imperial Ray 632146S [632146D] |
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Don't be overprotective
Don't be overprotective 632146P |
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Gamma Ray
Gamma Ray 64641236H |
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Instant Kill
Emotional Gamma Ray in IK mode: 236236H |
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